How a Computer Game Is Reinventing the Science of Expertise
An anonymous reader writes "Cognitive scientists at Simon Fraser University and UCSD are beginning to use StarCraft 2 replays to study the development of expertise and the cognitive mechanisms of multitasking. Unlike similar expertise studies in chess that consider roughly a dozen players, these studies include thousands of players of all skill levels — providing an unprecedented amount of data on how players move from 'chumps to champions.'"
Like a study on the mass exodus of players doing ladder play after the koreans find the tournament?
Ninety percent of the players in this tournament are not superhuman multitaskers. After watching enough of their first-person video streams, you see that most players can't react to novel situations. They just learn "build an army before the X minute mark", or "counterattack with fast ground units when his army moves out," executing the same limited skill set game after game. What this study will probably show is the rapid development of mechanical skills from low-to-mid level play, followed by the gradual acquisition of timings and strategic instincts.
Let me be the first to explain "why Starcraft 2?"
The answer lies in the oft-cited measure of player skill at the game: actions per minute. This is an unprecedented numerical measure of expertise that lends itself well to the study of "expertise" -- a term which means something different in the study of the brain than it does to the everyday person. Expertise is nothing less than a figurative rewiring of your brain in order to better excel at a chosen repetitive task. You can check out Wikipedia if you want to read more about it.
The problem is the number of cells in the brain. It took years to map the brain of a damn worm, your brain is orders of magnitude larger and has even more orders of magnitude in connections. Besides, I don't think we have a scanner that can read activity on such a small scale yet. You'd only be able to map their brain after killing them and putting them under a scope.
To offset political mods, replace Flamebait with Insightful.
RTS games are the most applicable to a wide range of real world systems & strategies than say FPS games or any other type of game. It's not only emergency systems that it compares to, but also at a high level to many different business types & strategies as well. Techniques such as knowing when to scout, expand, and attack all require precise timing just like in the business world, maybe even for the day trader. I wonder if successful day traders have a high APM?
- Anything that can be put in a nutshell should remain there.
As a fellow cognitive scientist let me be the first to explain "why Starcraft 2?" The answer lies in the oft-cited measure of player skill at the game: actions per minute. This is an unprecedented numerical measure of expertise that lends itself well to the study of "expertise" -- a term which means something different in the study of the brain than it does to the everyday person. Expertise is nothing less than a figurative rewiring of your brain in order to better excel at a chosen repetitive task.
APM is a distorted metric. It does not distinguish between a meaningful action, a redundant action, a nervous "twitch" (i.e. multiple clicks rather than one), etc.
Furthermore it contains an additional distortion. Since it is a metric that players are evaluated by, and/or used in silly "pissing contests", it can be intentionally distorted. Why click on that point on the ground once when you can click on it five time rapidly? APM focused players often are manically clicking on empty ground issuing no unit orders when they have nothing to do for a second or two, they have rewired their brain to have them do "something" even if there is nothing useful to be done.
For the programmers reading along, Think of APM as the LOC (Lines of Code) of the Starcraft world. Both metrics can be meaningful in an idealized setting, but such is not the setting of most real world events.
“Amateurs talk about strategy, professionals talk about logistics.” - Carl von Clausewitz
Now, what's Starcraft about again?
Lawrence Person (lawrencepersonh@gmailh.com (remove all "h"s to mail)
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